Stuart :
the 3D clouds now respect changes to the environment caused by updated METAR etc. It also increases the AlphaFunc as suggested by Tim.
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@ -80,6 +80,10 @@ bool SGCloudField::reposition( const SGVec3f& p, const SGVec3f& up, double lon,
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{
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osg::Matrix T, LON, LAT;
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// Always update the altitude transform, as this allows
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// the clouds to rise and fall smoothly depending on environment updates.
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altitude_transform->setPosition(osg::Vec3d(0.0, 0.0, (double) asl));
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// Calculating the reposition information is expensive.
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// Only perform the reposition every 60 frames.
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reposition_count = (reposition_count + 1) % 60;
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@ -142,6 +146,7 @@ bool SGCloudField::reposition( const SGVec3f& p, const SGVec3f& up, double lon,
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SGCloudField::SGCloudField() :
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field_root(new osg::Group),
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field_transform(new osg::MatrixTransform),
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altitude_transform(new osg::PositionAttitudeTransform),
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deltax(0.0),
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deltay(0.0),
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last_course(0.0),
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@ -180,6 +185,8 @@ SGCloudField::SGCloudField() :
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}
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}
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field_transform->addChild(altitude_transform.get());
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// We duplicate the defined field group in a 3x3 array. This way,
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// we can simply shift entire groups around.
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// TODO: "Bend" the edge groups so when shifted they line up.
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@ -191,7 +198,7 @@ SGCloudField::SGCloudField() :
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transform->addChild(quad_root.get());
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transform->setPosition(osg::Vec3(x*fieldSize, y * fieldSize, 0.0));
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field_transform->addChild(transform.get());
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altitude_transform->addChild(transform.get());
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}
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}
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}
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@ -74,6 +74,7 @@ private:
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osg::ref_ptr<osg::Group> field_root;
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osg::ref_ptr<osg::MatrixTransform> field_transform;
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osg::ref_ptr<osg::PositionAttitudeTransform> altitude_transform;
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osg::ref_ptr<osg::Switch> field_group[QUADTREE_SIZE][QUADTREE_SIZE];
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osg::ref_ptr<osg::LOD> quad[BRANCH_SIZE][BRANCH_SIZE];
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@ -192,7 +192,7 @@ SGNewCloud::SGNewCloud(string type,
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// Generate the shader etc, if we don't already have one.
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if (!program.valid()) {
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alphaFunc = new AlphaFunc;
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alphaFunc->setFunction(AlphaFunc::GREATER,0.001f);
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alphaFunc->setFunction(AlphaFunc::GREATER,0.05f);
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program = new Program;
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baseTextureSampler = new osg::Uniform("baseTexture", 0);
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Shader* vertex_shader = new Shader(Shader::VERTEX, vertexShaderSource);
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